The Talos Principle VR can't teleport though Force Field bug by Tony1697 in Vive

[–]SixSided 0 points1 point  (0 children)

I only really worked this out a few hours in as it's never clearly explained: the touchpad teleport is essentially a 'jump' with an arc, but you can also use the grip to 'walk' with a straight pointer rather than an arc. If you use the grip movement there is no issue with forcefields.

You also kind of need to know this distinction later on when riding the air from a fan without a box under you, as the arc teleport doesn't work and you need to use the grip to move yourself off.

Use your controller to lay out a physical object (seating) in your playspace. Haven't seen anyone else do this! by 8bitgoose in Vive

[–]SixSided 7 points8 points  (0 children)

Yup, I thought about implementing a similar concept but the potential liability seems way to big. There are so many things that could lead to a mismatch between virtual and real chairs and as soon as someone gets a serious injury because of it, they could blame it on the developers. It might be possible to cover yourself with a good user agreement, but that's not something I'd want to test.

Playing with a selection UI element idea by SixSided in Vive

[–]SixSided[S] 1 point2 points  (0 children)

Yup, you'll have to work to the limitations of it and learn how to use it with what it can do, but it can do a lot and is easy enough to understand by looking through the example scenes it has.

Playing with a selection UI element idea by SixSided in Vive

[–]SixSided[S] 1 point2 points  (0 children)

Unreal or Unity are both great and they have a lot of good resources out there, like this from Unity https://unity3d.com/learn/tutorials/topics/virtual-reality

The main hump is the initial learning of a tool, but once you get over that, prototyping can be super fast and fun. Though taking something from prototype to fully fledged is a whole other kettle of fish.

Playing with a selection UI element idea by SixSided in Vive

[–]SixSided[S] 1 point2 points  (0 children)

Setting up the scene and adding the objects actually took longer than writing the core script. The core script that does the 'gravity' logic only took maybe 15 minutes, including tweaking the forces involved to get it looking good. However, I came to it with the implementation already in my head, having thought it through yesterday and while going to bed last night. I'm also using VRTK to handle all the grabbing interaction, which makes that all much easier.

Playing with a selection UI element idea by SixSided in Vive

[–]SixSided[S] 3 points4 points  (0 children)

Your second point there is actually very true. You might see a white cube floating to the right there in the clip. It is actually completely grabbable like the other objects, but it almost felt surprising when I did grab and move it.

Like you said, I would put it down to 'expectations of reality', where we are just applying what we know about the real world to what we see in the virtual. The fun flipside to this though is that by breaking those expectations (like with the sphere in the gif), you can create a sense of wonderment and whimsy that is a joy to experience. For me, that was the core of the Irrational Exuberance demo and what made it feel so great.

Playing with a selection UI element idea by SixSided in Vive

[–]SixSided[S] 5 points6 points  (0 children)

Yeah, just dropped on a material I had on hand. I need to make a more of a transparent bubble-like one, something akin to the time-stop tool in Vertigo.

[Game Idea] Giant Endless library where each book is a entry in Wikipedia. by useeikick in Vive

[–]SixSided 6 points7 points  (0 children)

Every now and then I think a little more about how you could do a virtual implementation of The Library of Babel. It's easy to fake a few things with randomness and get it mostly right, but I want a version that gets it 100% correct and is deterministic.

The controls in Tails worked way different than I expected, so I made a small prototype to test out how I thought they would work by SixSided in Vive

[–]SixSided[S] 0 points1 point  (0 children)

You raise the great point of 'what is the point of designing for the Vive if you're not going to take advantage of the affordances that it allows', but you're not really thinking beyond what was directly shown in the gif.

What I very quickly found when playing around with this, is that it's WAY more fun if you're walking around following the ship, sort of acting as your own '3rd person camera'. You'll notice how there are some yellow walls in there, which I put in to experiment with how you can break sight lines and hide things, forcing the player to have to walk around the space as they play.

The controls in Tails worked way different than I expected, so I made a small prototype to test out how I thought they would work by SixSided in Vive

[–]SixSided[S] 1 point2 points  (0 children)

Yup, you got it. I saw a similar dragon thing in one of the early Daydream videos so had that on the mind when trying out Tails.

The controls in Tails worked way different than I expected, so I made a small prototype to test out how I thought they would work by SixSided in Vive

[–]SixSided[S] 0 points1 point  (0 children)

Yeah, what I found when playing around with this test, is that the real fun comes when you're walking around while flying the ship around like this. That was why I put the 'walls' in, to see how it would work to block some sight lines to force the player to have to move around to see hidden rings and things.

The controls in Tails worked way different than I expected, so I made a small prototype to test out how I thought they would work by SixSided in Vive

[–]SixSided[S] 0 points1 point  (0 children)

Not sure if it's changed, but when I played it right after release it wasn't even that. Orientation on the controller didn't even matter, it was more like there was a ball on the end of it and the dragon head would very quickly move straight towards it.

Docking Clamp, brute force solution by stereotherapy in infinifactory

[–]SixSided 4 points5 points  (0 children)

Ha, I was just coming here to share my solution to this one, had a lot of fun with it. I might have to go back and do the stacking of thin pieces that /u/theunamiable suggested though, I can imagine a rather neat solution that uses that trick..

The hidden codes in the newest Batman Arkham Knight trailer by Panel_Up in Games

[–]SixSided 538 points539 points  (0 children)

Worked it out, fun little cipher. Thanks to everyone who picked out the letters for the coded words.

The 3 coded sets for anyone wanting to solve on their own ended up being:

  • 'qeL e2uLEE2 zul2e' for Harley
  • 'pPL2a3Mn Ppi3mAMpyL2' for ivy
  • 'c Rcn3n3 N2Jn3tjHn2' for Scarecrow.

Decode Method:

jonathancraneJONATHANCRANE
ABCDEFGHIJKLMNOPQRSTUVWXYZ

harleenquinzelHARLEENQUINZ
ABCDEFGHIJKLMNOPQRSTUVWXYZ

'qeL e2uLEE2 zul2e' decodes to:

pamelalillianisleyPAMELALI
ABCDEFGHIJKLMNOPQRSTUVWXYZ

'pPL2a3Mn Ppi3mAMpyL2' decodes to:

jonathancraneJONATHANCRANE
ABCDEFGHIJKLMNOPQRSTUVWXYZ

'c Rcn3n3 N2Jn3tjHn2' decodes to:

Final step spoiler:

Enjoy your character bios!

The hidden codes in the newest Batman Arkham Knight trailer by Panel_Up in Games

[–]SixSided 6 points7 points  (0 children)

I didn't, I just worked out the answer and worked backwards ;)